GPU Smoke Renderer
GPU Smoke Renderer
Volumetric effects, such as smoke, are difficult to capture with standard rasterization techniques because light interacts with volumes rather than surfaces. This real-time renderer was written for Naiad Studio and uses a volume rendering approach based on camera-aligned proxy geometry and shaders. This method is well explained in GPU Gems. Lighting equations are integrated by rendering proxy geometry in multiple passes, storing accumulated light in a view buffer, while simultaneously accumulating visibility from a light source.